Talents are the Pillars of Eternity equivalent of other games' feats or perks. They are special features that either give a character a new capability, or improve one that he or she already has. Unlike Abilities some talents are class-neutral allowing to diversify your character role, they are gained at the same rate (every even level), but can also be gained from quests or through interaction with NPCs.[1]
Description[ | ]
Talents fall into two categories: class-specific and class-neutral. Class-specific talents are only available to members of certain classes. For example, Alteration School Specialization is only available to wizards because it specifically augments wizard spells, not cipher powers or priest powers. You can take class neutral talents as long as you meet the prerequisites. Prerequisites are designed to be "or"s and many of them will have an option that opens at higher levels. E.g., to take this talent you need to be an Elf or Aedyran or 9th level.[2] Weapon Specialization will likely be available to fighters at low levels, but will also become available to members of other classes at higher levels.[3]
Some talents affect groups of weapons; these groups contain at least one weapon for each of the three physical damage types.[4] There are combat style talents that improves fighting with weapon and shield, two-handed weapons, a single one-handed weapon, ranged weapons or two weapons. [5]
Talents learned via level up[ | ]
Class-specific talents[ | ]
Each class has its distinct range of specific talents. Refer to their own articles for details:
Cross-class talents [WM1][ | ]
With Pillars of Eternity: The White March - Part I, one typical class-specific talent of each class became available to all other classes, with some minor changes to the talent's effects.
Name | Description | Usage | Level | Requirement |
---|---|---|---|---|
Acolyte's Radiance | Friendly AoE: +8 (+4 per 3 levels after 1) Endurance, Foe AoE: 20 (+3 per 3 levels after 1) Burn Damage (vessels only), Frightened for 10s (Accuracy vs Will), vessels only | 1 per encounter | 2 | Not a Priest |
Apprentice's Sneak Attack | +15% Melee/Ranged damage when target is Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned or Weakened (see Sneak Attack) | Passive | 2 | Not a Rogue |
Aspirant's Mark | Foe AoE: -8 Deflection, -8 Reflex for 30s (Accuracy (+10) vs Will) | 1 per encounter | 2 | Not a Druid |
Enigma's Charm | Foe Target: Charmed for 8s (Accuracy (+10) vs Will). Requires at least 5s in combat. | 1 per encounter | 2 | Not a Cipher |
Gallant's Focus | Friendly Aura: +4 Accuracy. Aura Range: 2.5m. | Modal | 2 | Not a Paladin |
Novice's Suffering | +5 (+2 per 3 levels after 1) unarmed damage, +0 (+4 per 3 levels after 1) unarmed accuracy. | Passive | 2 | Not a Monk |
Outlander's Frenzy | +3 Might, +3 Constitution, +25% Attack Speed, -10 Deflection, Health and Endurance concealed for 12.0 sec | 1 per encounter | 2 | Not a Barbarian |
Prestidigitator's Missiles | 10-19 x3 Crush/Corrode Damage (Accuracy +10 vs Deflection) | 1 per encounter | 2 | Not a Wizard |
Rhymer's Summon | Summon 2x Human Skeleton. Requires 15s in combat. | 1 per encounter | 2 | Not a Chanter |
Runner's Wounding Shot | Primary Attack, 80% damage over time (6s), if successful: Hobbled for 10s (Accuracy +10 vs Fortitude) | 1 per encounter | 2 | Not a Ranger |
Veteran's Recovery | 3 (+1 per 3 levels after 1) Endurance recovery per 3s for 45s. | Passive | 2 | Not a Fighter |
Offensive talents (all classes)[ | ]
Name | Description | Usage | Level | Requirement |
---|---|---|---|---|
Weapon Focus Adventurer | +6 Accuracy with Pollaxe, Estoc, Flail, Wand and War bow. | Passive | 2 | None |
Weapon Focus Knight | +6 Accuracy with Battle axe, Sword, Morning star, and Crossbow. | Passive | 2 | None |
Weapon Focus Noble | +6 Accuracy with Dagger, Rapier, Mace, Scepter and Rod. | Passive | 2 | None |
Weapon Focus Peasant | +6 Accuracy with Hatchet, Spear, Quarterstaff, Hunting bow, and Unarmed. | Passive | 2 | None |
Weapon Focus Ruffian | +6 Accuracy with Sabre, Stiletto, Club, Pistol and Blunderbuss. | Passive | 2 | None |
Weapon Focus Soldier | +6 Accuracy with Great sword, Pike, War hammer, Arbalest and Arquebus. | Passive | 2 | None |
Marksman | +5 Accuracy with ranged weapons against distant enemies. | Passive | 2 | None |
Two Weapon Style | +20% attack speed while dual-wielding. | Passive | 2 | None |
One-Handed Style | +15% of hits converted to crits while wielding just a one-handed weapon. | Passive | 2 | None |
Two-Handed Style | +15% damage while wielding a two-handed weapon. | Passive | 2 | None |
Savage Attack | +20% melee damage, -5 Accuracy. | Modal | 4 | None |
Envenomed Strike | Raw damage to single enemy for 9 seconds vs. Fortitude. | 3 per rest | 4 | None |
Gunner | +20% reload speed for firearms and crossbows\arbalests. | Passive | 4 | None |
Dangerous Implement | +25% damage with implements, but deals 3 Raw damage to self on every attack. | Modal | 4 | None |
Beast Slayer | +25% damage against Beast. | Passive | 4 | None |
Primal Bane | +25% damage against Primordial. | Passive | 4 | None |
Ghost Hunter | +25% damage against Spirit. | Passive | 4 | None |
Sanctifier | +25% damage against Vessel. | Passive | 4 | None |
Wilder Hunter | +25% damage against Wilder. | Passive | 4 | None |
Interrupting Blows | +15 interrupt. | Passive | 4 | None |
Vulnerable Attack | +5 melee damage reduction bypass, -20% melee attack speed. | Modal | 4 | None |
Penetrating Shot | +5 ranged damage reduction bypass, -20% ranged attack speed. | Modal | 4 | None |
Bloody Slaughter | +20% of hits converted to crits on enemies with low (<10%[6]) Endurance. Crits done this way have +50% crit damage multiplier. | Passive | 4 | None |
Defensive talents (all classes)[ | ]
Name | Description | Usage | Level | Requirement |
---|---|---|---|---|
Hold the Line | +1 Engagement limit. | Passive | 2 | None |
Snake's Reflexes | +10 reflexes defense. | Passive | 2 | None |
Bear's Fortitude | +10 fortitude defense. | Passive | 2 | None |
Bull's Will | +10 will defense. | Passive | 2 | None |
Weapon and Shield Style | +6 Deflection while wielding a shield, and equipped shield's Deflection added to reflexes defense. | Passive | 2 | None |
Graceful Retreat | +12 defense against disengagement attacks. | Passive | 2 | None |
Cautious Attack | +8 Deflection, -20% attack speed. | Modal | 4 | None |
Mental Fortress | +10 defense against Charmed, Confused, Dominated, Frightened, and Terrified. | Passive | 6 | None |
Body Control | +10 defense against Paralyzed, Petrified, Sickened, Stunned, and Weakened. | Passive | 6 | None |
Unstoppable | +10 defense against Blinded, Dazed, Hobbled, Prone, and Stuck. | Passive | 6 | None |
Superior Deflection | +5 Deflection. | Passive | 6 | None |
Utility talents (all classes)[ | ]
Name | Description | Usage | Level | Requirement |
---|---|---|---|---|
Fast Runner | +1 to movement speed, and +5 to defense against disengagement attacks. | Passive | 2 | None |
Scion of Flame | +5 burn damage reduction, and +20% to all burn damage you deal. | Passive | 2 | None |
Heart of the Storm | +5 shock damage reduction, and +20% to all shock damage you deal. | Passive | 2 | None |
Spirit of Decay | +5 corrode damage reduction, and +20% to all corrode damage you deal. | Passive | 2 | None |
Secrets of Rime | +5 freeze damage reduction, and +20% to all freeze damage you deal. | Passive | 2 | None |
Quick Switch | -1.5 weapon change recovery, -4 grimoire cooldown. | Passive | 2 | None |
Wound Binding | 40% self-healing of Health over 9 seconds. | 1 per rest | 2 | None |
Field Triage | 20% healing of Health on ally over 9 seconds. | 1 per rest | 2 | None |
Deep Pockets | +2 quick item slots. | Passive | 4 | None |
Arms Bearer | +1 weapon set. | Passive | 4 | None |
Shot on the Run | +25% recovery speed of ranged weapons while moving. | Passive | 4 | None |
Unobtainable talents[ | ]
These talents exist in the game files, but cannot be obtained without the use of the console.
Name | Description | Usage |
---|---|---|
Accurate Traps | +12 Trap Accuracy. | Passive |
Close Shooter | +15% Ranged weapon damage at close range | Passive |
Potent Potions | +25% Potion effectiveness | Passive |
Powerful Traps | +40% Trap effectiveness | Passive |
Wael's Boon | A blessing from the god Wael. +1 Intellect; +10 defense against Confused. | Passive |
Talents learned as a reward[ | ]
The following talents can be earned through quests and other interactions, rather than being selected while leveling up. Note that all of these only apply to The Watcher.
Watcher talents[ | ]
These talents can be learned while completing the main quest.
Name | Learned | Description |
---|---|---|
Crucible of the Soul | Complete Visions and Whispers. | The Watcher unravels the vital essence of his or her enemies, gaining Endurance in the process. |
Speaker to the Restless | Complete The Old Watcher. | The Watcher speaks directly to the souls of his or her enemies filling them with dread of what awaits them in the Wheel. |
Dominion of the Sleepers | Complete The Hermit of Hadret House. | The Watcher peers into the sleeping memories of previous lives, drawing upon their power to enhance all of his or her Attributes. |
Sever the Soul [WM2] | Complete The Iron Flail. | The Watcher targets the very essence of a creature with their next attack, bypassing the target's defenses and leaving them weakened. |
General reward talents[ | ]
These talents can be earned as a reward during various quests. They all stack with each other, although you cannot obtain both Wild Running and Dungeon Delver.
Name | Learned | Description |
---|---|---|
Blooded Hunter | Talk to Alwah if you saved her in Prison of Ice. | This secret knowledge of the Fangs allows you to more easily stalk prey and resist damage if the quarry discovers your presence. +1 Damage Reduction (Slash + Pierce), +1 Stealth. |
Song of the Heavens | Reward for the task Songs of the Wild when you give Delem all 3 birds | The revealed mysteries of the avian world have sharpened your senses and strengthened your resistance to lightning. +2 Damage Reduction (Shock), +1 Perception. |
Wild Running | Possible reward for At the Mercy of the Tribes, if you kill the looters. | These Glanfathan techniques help you resist immobilization and dodge disengagement attacks. 10 defense against stuck and hobbled attacks, +10 defense when disengaging |
Dungeon Delver | Possible reward for At the Mercy of the Tribes, if the looters survive. | Dyrwoodan looters have developed a few tricks for skulking around in old Engwithan ruins. +0.1 to crit damage multiplier, +1 stealth, +1 mechanics. |
Gift from the Machine | Possible reward for Undying Heritage, if you feed Aldhelm and use the machine to power yourself up. | You received this strange power from the machine in Teir Nowneth. +1 Might, +5% Maximum Endurance. |
Scale-Breaker | Taught by Falanroed in Black Meadow, as a possible reward for The Master Below. | Points out the vulnerabilities in a single dragon or drake, reducing their Damage Reduction, Accuracy, and all defenses for a short period of time. |
Flick of the Wrist [WM1] | Gref's Rest, Stalwart. Rewarded from winning multiple games of Orlan's head. | +4 accuracy with daggers and stilettos. |
Dozens Luck [WM1] | Gref's Rest, Stalwart. Rewarded from winning multiple dice games. | +4% of incoming crits converted to hits. |
Mental Prowess [WM2] | Deal with Llengrath peacefully in The Phylactery's Promise | +1 Perception, Intellect and Resolve |
Faction talents[ | ]
One faction-specific talent may be earned in Act 2 by siding with the appropriate group. Accepting any of the quests that grants one of these talents makes the other two inaccessible. It is also possible not to get any of these talents by accepting one of these quests and failing it (by killing the quest giver, for example).
Name | Learned | Description |
---|---|---|
Second Skin | Reward for Winds of Steel | Training from the Knights of the Crucible allows you to gain more protection from wearing armor. +2 Armor Damage Reduction. |
The Merciless Hand | Reward for The Changing of the Guard | Training from the Doemenels allows you to do increased damage with Crits. |
Mob Justice | Reward for The Bronze Beneath the Lake | The Dozens know how to deal with enemies: gang up on them with everyone you've got. Now you know, too. +5 Accuracy when attacking same target as an ally. |
Deific boons[ | ]
The Watcher may have a single blessing from a god at any time. One of four may be selected at the end of Council of Stars, and the other two can be received in Sun in Shadow.
Name | Learned | Description |
---|---|---|
Berath's Boon | Gained by completing the quest "A Servant of Death" and choosing it in the quest "Council of Stars". | A blessing from the god Berath. +1 Resolve; +5 defense against Petrified and Paralyzed. |
Hylea's Boon | Gained by completing the quest "The Nest Above the Clouds" and choosing it in the quest "Council of Stars". | A blessing from the god Hylea. +1 Perception; +1 Lore. |
Wael's Boon (cut content) | It was supposed to be gained by choosing it in the Sun in Shadow. | A blessing from the god Wael. +1 Intellect; +10 defense against Confused. |
Galawain's Boon | Gained by completing the quest "The Old Queen and the New King" and choosing it in the quest "Council of Stars". | A blessing from the god Galawain. +1 Might; +1 Athletics. |
Rymrgand's Boon | Gained by completing the quest "Into the White Void" and choosing it in the quest "Council of Stars". | A blessing from the god Rymrgand. +1 Constitution; +1 Survival. |
Skaen's Boon | Gained by choosing it in the Sun in Shadow. Replaces any other Boon. | A blessing from the god Skaen. +1 Dexterity; +1 Stealth. |
Effigy's Resentment[ | ]
In the Dyrford Ruins, there is an object called the Blood Pool. When you approach, the Watcher will enter a dialogue with it. At this point, if you have at least 1 cruel Disposition, you may choose to sacrifice a single companion, which gives the talent Effigy's Resentment. Which companion you sacrifice determines what benefit you receive. Tavern-generated NPCs may not be sacrificed.